
Face
Joined: Jan 13, 2007
Send me out...with a bang.
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Posted: Aug 24, 2007 03:13 PM
Msg. 1 of 19
I haven't posted in quite a while, but that's because I've been really busy. I've gotten back to my tower base, but it's giving me a bit of trouble. Is it possible to make a plane have two face? I mean two faces that are bothing facing in or out instead of one being in and the other out. For example:
I want: <> Don't want: >> I want: >< Don't want: <<
See what I'm saying? If not I might be able to explain further? I want to be able to do this so when I apply a material it shows on both sides rather than one so I don't have to clone the plane, flip it, and attach it to the other one, this is a REAL pain. If you can help thank you VERY much. :)
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Aug 24, 2007 03:15 PM
Msg. 2 of 19
there is a 2 sided shader property....
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Aug 24, 2007 03:57 PM
Msg. 3 of 19
do you want the faces on the inside or the outside? if its inside just make a really thin box and flip it.
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Aug 24, 2007 04:09 PM
Msg. 4 of 19
I'd advise the double sided faces, because using boxes has 4 more unessecary sides than needed.... (I know I spelt uneccesary wrong, probably again...)
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The Spartan
Joined: Feb 22, 2007
Aerial Dave
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Posted: Aug 24, 2007 05:39 PM
Msg. 5 of 19
You just add the % sign in the shader properties. Double faces can have open edges, also.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Aug 24, 2007 06:40 PM
Msg. 6 of 19
so ur telling me that my maps can have a crapload of open edges, and as long as they all have the % symbol, it will compile fine?... thats awsome
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Face
Joined: Jan 13, 2007
Send me out...with a bang.
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Posted: Aug 24, 2007 09:22 PM
Msg. 7 of 19
Quote: --- Original message by: Caboose117 there is a 2 sided shader property.... Thanks but where is it? I'm using 3ds max 9, I probably should have mentioned that... Edited by Face on Aug 24, 2007 at 09:22 PM
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Aug 24, 2007 09:34 PM
Msg. 8 of 19
In shader tags in guerilla, or I believe it is the & symbol....
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Aug 25, 2007 12:46 AM
Msg. 9 of 19
Quote: --- Original message by: Donut so ur telling me that my maps can have a crapload of open edges, and as long as they all have the % symbol, it will compile fine?... thats awsome please tell me this is true.
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Aug 25, 2007 09:32 AM
Msg. 10 of 19
I believe if you use it and there are no open edges, it give a couldnt update edge error... Seeing as that property makes it count as 2 polys per poly that has the 2 sided property...
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The Spartan
Joined: Feb 22, 2007
Aerial Dave
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Posted: Aug 25, 2007 10:31 AM
Msg. 11 of 19
I think you could fix open edges by adding the % sign, but it would have to render double the polies and would kill your FPS.
Edited by The Spartan on Aug 25, 2007 at 10:32 AM
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Aug 25, 2007 11:12 AM
Msg. 12 of 19
i hate open edges soo much. i cant fix them for crap and thats why i have two maps i cant finish right now.
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Aug 25, 2007 11:18 AM
Msg. 13 of 19
Quote: --- Original message by: selenticQuote: --- Original message by: corndogman939Quote: --- Original message by: Donut so ur telling me that my maps can have a crapload of open edges, and as long as they all have the % symbol, it will compile fine?... thats awsome please tell me this is true. Double sided isnt & its % Ok, that sounds right, I was away for a week, and don't use it much, I thought I was right, but % sounds better for it.. Quote: --- Original message by: The Spartan I think you could fix open edges by adding the % sign, but it would have to render double the polies and would kill your FPS.
Edited by The Spartan on Aug 25, 2007 at 10:32 AM Nope, last time I tried on something without open edges, it had couldn't update edge errors.
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Aug 25, 2007 12:15 PM
Msg. 14 of 19
tell me more.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Aug 25, 2007 03:51 PM
Msg. 15 of 19
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Aug 25, 2007 03:53 PM
Msg. 16 of 19
Never knew halomaps had that there...
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Aug 25, 2007 04:14 PM
Msg. 17 of 19
Me neither. Maybe Dennis just added it.
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The Spartan
Joined: Feb 22, 2007
Aerial Dave
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Posted: Aug 25, 2007 04:16 PM
Msg. 18 of 19
It is just like the HEK Tutorial (duh), but it has a fancy background and HaloMaps links.
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Aug 25, 2007 04:25 PM
Msg. 19 of 19
It is the HEK tut with the Halomaps Links...
The shader symbol can be used to eliminate open edges... I imported a AR model and got it to export right using that Edited by Caboose117 on Aug 25, 2007 at 06:15 PM
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